UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Chaos::FSimpleEngineSim Class Reference

#include <EngineSystem.h>

+ Inheritance diagram for Chaos::FSimpleEngineSim:

Public Member Functions

 FSimpleEngineSim (const FSimpleEngineConfig *StaticDataIn)
 
void StartEngine ()
 
void StopEngine ()
 
void SetThrottle (float InThrottle)
 
void SetEngineRPM (bool FreeRunningIn, float InEngineRPM)
 
void SetMaxTorque (float InTorque)
 
float GetEngineTorque ()
 
float GetEngineRevRate ()
 
float GetTorqueFromRPM (bool LimitToIdle=true)
 
float GetTorqueFromRPM (float RPM, bool LimitToIdle=true)
 
float GetEngineRPM () const
 
float GetEngineOmega () const
 
void SetEngineOmega (const float EngineOmega)
 
void Simulate (float DeltaTime)
 
- Public Member Functions inherited from TVehicleSystem< FSimpleEngineConfig >
 TVehicleSystem ()
 
 TVehicleSystem (const FSimpleEngineConfig *SetupIn)
 
FSimpleEngineConfig & AccessSetup ()
 
const FSimpleEngineConfig & Setup () const
 

Protected Attributes

float MaxTorque
 
float ThrottlePosition
 
float TargetSpeed
 
float CurrentRPM
 
float DriveTorque
 
float EngineIdleSpeed
 
float MaxEngineSpeed
 
bool EngineStarted
 
bool FreeRunning
 
float Omega
 
float RevRate
 

Additional Inherited Members

- Public Attributes inherited from TVehicleSystem< FSimpleEngineConfig >
const FSimpleEngineConfig * SetupPtr
 

Constructor & Destructor Documentation

◆ FSimpleEngineSim()

Chaos::FSimpleEngineSim::FSimpleEngineSim ( const FSimpleEngineConfig StaticDataIn)

Member Function Documentation

◆ GetEngineOmega()

float Chaos::FSimpleEngineSim::GetEngineOmega ( ) const
inline

get the Engine angular velocity

◆ GetEngineRevRate()

float Chaos::FSimpleEngineSim::GetEngineRevRate ( )
inline

◆ GetEngineRPM()

float Chaos::FSimpleEngineSim::GetEngineRPM ( ) const
inline

get the Engine speed in Revolutions Per Minute

◆ GetEngineTorque()

float Chaos::FSimpleEngineSim::GetEngineTorque ( )
inline

◆ GetTorqueFromRPM() [1/2]

float Chaos::FSimpleEngineSim::GetTorqueFromRPM ( bool  LimitToIdle = true)
inline

◆ GetTorqueFromRPM() [2/2]

float Chaos::FSimpleEngineSim::GetTorqueFromRPM ( float  RPM,
bool  LimitToIdle = true 
)

◆ SetEngineOmega()

void Chaos::FSimpleEngineSim::SetEngineOmega ( const float  EngineOmega)
inline

Set the Engine angular velocity

◆ SetEngineRPM()

void Chaos::FSimpleEngineSim::SetEngineRPM ( bool  FreeRunningIn,
float  InEngineRPM 
)
inline

When the wheels are in contact with the ground and clutch engaged then the load on the engine from the wheels determines the engine speed. With no clutch simulation just setting the engine RPM directly to match the wheel speed.

◆ SetMaxTorque()

void Chaos::FSimpleEngineSim::SetMaxTorque ( float  InTorque)
inline

◆ SetThrottle()

void Chaos::FSimpleEngineSim::SetThrottle ( float  InThrottle)
inline

Pass in the throttle position to the engine

◆ Simulate()

void Chaos::FSimpleEngineSim::Simulate ( float  DeltaTime)

Simulate - NOP at the moment

◆ StartEngine()

void Chaos::FSimpleEngineSim::StartEngine ( )
inline

Start the engine

◆ StopEngine()

void Chaos::FSimpleEngineSim::StopEngine ( )
inline

Stop the engine

Member Data Documentation

◆ CurrentRPM

float Chaos::FSimpleEngineSim::CurrentRPM
protected

◆ DriveTorque

float Chaos::FSimpleEngineSim::DriveTorque
protected

◆ EngineIdleSpeed

float Chaos::FSimpleEngineSim::EngineIdleSpeed
protected

◆ EngineStarted

bool Chaos::FSimpleEngineSim::EngineStarted
protected

◆ FreeRunning

bool Chaos::FSimpleEngineSim::FreeRunning
protected

◆ MaxEngineSpeed

float Chaos::FSimpleEngineSim::MaxEngineSpeed
protected

◆ MaxTorque

float Chaos::FSimpleEngineSim::MaxTorque
protected

◆ Omega

float Chaos::FSimpleEngineSim::Omega
protected

◆ RevRate

float Chaos::FSimpleEngineSim::RevRate
protected

◆ TargetSpeed

float Chaos::FSimpleEngineSim::TargetSpeed
protected

◆ ThrottlePosition

float Chaos::FSimpleEngineSim::ThrottlePosition
protected

The documentation for this class was generated from the following files: